-
Posts
2,422 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Digital Watches
-
He means TK bomber after landing.
-
Fixed that for you. Yes, all of Axl's long-range jabs (Including those two, 6K, and to a lesser extent, 2S and 2H) have hitboxes, just like Dhalsim's arms in Street Fighter. You could probably hit them with 6P no problem, in fact, I know you can. The problem is that any Axl worth his salt knows this, and isn't throwing out chains at random. 5P won't even hit Robo-Ky in neutral, so why throw it out?
-
Lol yeah. Ballsy does not come without consequences.
-
Coulda sworn I mentioned that somewhere, as it's the basic combo to do midscreen after JI Raeisageki... I'll go find it, one sec. EDIT: Yeah, it was stuck in the general strats thread: The most practical use for it is when you're in the corner and you can hit with a Raeisageki, since if you cross them up, you've now got them in the corner, and a big fat Bloop that knocks down (or sets up an airthrow, if you're cool) and does about as much as a loop that starts with TK bomber (same proration and everything.) Meanwhile, through further testing, I've figured out that you can often do j.D instead of j.H (More damage) on characters who aren't flat to the ground when sliding, and if you knock them too far away, you can do j.S, land, 5P occasionally, but it's harder. Also airdash + Kokuu FRC from JI Raei FRC works.
-
I like how these turned out. Please contact me for any help you need with part 2, as I have a lot of stuff that I think warrants inclusion.
-
:arg::arg::arg::arg::arg::arg::arg::arg::arg:
- 2,057 replies
-
- humor wasteland
- not even funny
-
(and 2 more)
Tagged with:
-
Yeah, playing air to ground is suicide against Axl with almost any character. Staying low and punishing mistakes should be your gameplan to get in, and once you're in, try to keep going with your offense. Running away only takes the heat off of Axl, making it his game. 80%+ heat rushdown and tick-command grab mixup in particular are harder for Axl to deal with than it is for most other characters. Use that to your advantage.
-
-
I've seen this asked about and discussed before, so I figured I'd look into this. If this is nothing new, GBlood should delete it: Alright, tested and proven: There is an anomalous throwbreak property that happens when a special move involving HS is input at the same time as a throw within throw range. It is similar to (and probably happens for the same reason as) the FD bug. How to do it: Within throw range, one player does any special move with a H button input, including supers and IKs, holding down the H button and forward or backward (Easy on most moves, for others, like Eddie Drills, this is noteworthy.) If the opponent simultaneously attempts to throw, they will flash pink, and appear to be in blockstun. They are invincible for the duration of this pink blocking animation, and return to neutral immediately afterwards. Exception: Bridget Every special, super, or IK move in the game (Tested every single one), ground or Aerial, that uses H as the input button will work, EXCEPT for Bridget's roger moves. For some reason, they don't work. Since I can get the initial voice clip for any of them to play, and Bridget will do a normal neutral throw break, I conclude that they still option select to throw break even after the animation has started if you're still holding back or forward, it just doesn't do this weird buggy thing, nor does the special move actually come out. The yo-yo stays set where it was. Utility: Probably slim to nil. Since it has to be so exact, I doubt anyone will be able to pull this off in a match consistently enough to figure out how to use it to their advantage. Still, there are a few applications I can think of, such as Faust or Axl's command grab (the long stun period makes them harder to dodge, and they still activate), or various summoning moves, such as those used by Testament, Dizzy, Venom, Millia, and May. Most moves actually give the person in neutral the advantage, since they will often be able to score a counterhit from it. Probably the only way to get this off will be to try specials when going for throw.
-
Eh. The only mixup you need to worry about from Sol is his tickthrow, which is a bitch for Axl because of his slow jump and lack of close-range pokes. Everything else is, like you say, low or slow.
-
Yeah. That and you now have a crossup option in the corner.
-
Google winRAR. RAR is like Zip. It's a compressed folder, essentially... Also, good luck with that psychic thing. I prefer to have a gameplan.
-
Um... Yeah, the airthrow isn't on wakeup, it's a tech trap, meaning that you throw them when they tech out of a combo. The crossguard break happens when they're waking up after getting floored by an airthrow, and a corner crossup can happen if you airdash over them on Oki and do, for example, Kokuugeki or Axl Bomber. (You can mix up at the last second with j.H or j.D, which won't cross up)
-
I don't play Testament... but most of the stuff in that video looks like it would never happen. It often relies on the opponent being completely horrid at staggering out, or Testament somehow having a bunch of dolls and a lot of meter at the same time. Still awesome for combo-vid combos, though.
-
I s'pose. Speaking of fooling around: Look at all the funny things I can get away with against Peter.
-
Okay, here are the singles vids from that same tournament. Singles were kind of a joke, but I still played (sort of) seriously if I recall correctly, as did Teyah (At least in finals.) I think I played in quite a few of the recorded ones, as I know I made sure to be on the recording TV for every match I played. http://www.sendspace.com/file/kgud6n EDIT: Lol, now that I watch them, I was really missing Airdash after FB and Kokuu FRC a lot that day.
-
Hahah! I always appreciate the critique, man, don't worry about it. And I know it's hard to get matches going somewhere with a capture card, so no worries on that account too.
-
Well, mainly just H.H.
-
'Cept me of course. GOGO TEYAH AUTOMOBILE!
-
It was single elim, but it was still 2/3.
-
Basically, the game does not allow crossups on the first few frames after getting up from knockdown. As long as you are holding either backwards or forwards, when you first get up, you can block either way for a few frames (In fact, I use this waking up oftentimes to walk forward and throw without fear of being meatied.) I like to call this property "crossguard" for short. Certain moves, like a lot of Airthrows (Axl's and Slayer's, as well as I'm sure others), and Badlands will make a character get up backward, which somehow gets rid of crossguard (allowing ambiguous meaty crossups on Oki), and also makes it possible to cross the opponent up in the corner.
-
Thanks Shoto! I guess you could say it was an okay day. I don't feel like I did especially better than usual. However, Teyah was a beast, so it's not like I had to have some kind of big breakdown to lose to him. Anyway, I feel like I should critique Sking's vids, since there are a few things I have to say about them: v. May: 1. Get your throw combos down! The combo v. May is throw, short dash 5P. It's hard, but if you can't get it, just go for Rensen, as opposed to just doing nothing. 2. Knockdown combos with Benten in general won't work very often against May. 3. You let her jump in on you a lot without trying anything. 2S is a great AA and May really shouldn't get away with that. 4. You jumped a ton and it lost you a lot of health. Don't be afraid to just sit still, or at least stay on the ground, as Axl doesn't have a ton going for him in the air. 5. Also, j.6P is a very limited poke in its usefulness. I hardly use it at all, and j.K or j.H is better in all the situations you tried it in. 6. Stop going for Tenhouseki so much. Seriously, the occasional hit with it is not worth getting owned for it all the time when you get predictable or guess wrong. I'm not saying never... just ALMOST never 7. Your pressure in the third match is a little better. It could be improved greatly if you jumped less and went for housou less (Even though it's much better than Tenhouseki). This is one of the hardest habits I had to break, but it made me a lot better. 8. At around 1:58 on the third match, you land j.S into 5K, then drop the combo. That could have been a lot of damage. Happens to the best of us, but I guess work on it? Not a huge problem really. 9. Good clutch, ducking that dolphin at 2:01 (3rd match) 10. 3rd match, at around 2:16, you could have run forward sooner after that bomber, and you lost a great Oki chance from it. It worked out fine for you, but May could well have turned it around from there. 11. Don't do Kokuu randomly when you don't have meter to FRC it. VERY unsafe, and you do it at the beginning of two rounds. 12. I can't speak for any specific situations, as it's a hard guessing game to play, but I get the general feeling that you should go for Rashousen faint a little more often, as the May seems to be very sure you're going to not feint it fairly often. 13. Matchup specific: 2P goes over her 3K slide, but 2H and 3P don't! 14. When you connect with an air-to-ground j.H, you should probably go for a ground combo into Rensen FRC most of the time instead of defaulting to bomber. Oftentimes that won't combo, and after the bomber, the best you can do is Oki. 15. In match 4, the jumping looks especially bad, as it's getting you counterhit in situations you could just land, block, and punish instead of DJing and doing something risky. Um... I'll go over the other characters later, probably by editing this post.
-
Well, there's always the fact that you can get 200 damage + Knockdown meterless in the corner from throw...
-
Doesn't stand for anything, just German for "I agree" basically.